After spending some time on Lammania, as a long time Monk enjoyer here are my thoughts and suggestions to preserve the monk tool kit within the new framework.
First off.
To adress the most common complaint of losing all the finishers that were baked into the base class noe offered at the cost of AP:
If the goal is to make monk less obtuse to non dedicated monk players then it succeded at the cost of a non-insignificant portion of monk's feel that sets it apart from the other classes, but it needs not remain like that. Much of the rework seems aimed at lowering the barrier of entry to playing monk so in keeping with that it makes sense to shift SOME of those tools into the class trees.
I belive that the base class should have the 4 elemental finishers present as ki attacks/spell granted at lvl1.
And the basic functinality of Fists of Light/Darkness producing the healing shield / shaken effect should remain as they are on live.
that said, to remain within this new framework while recovering the old tools not currently present here are my suggestions and tweaks.
Firstly
GrandMaster of Flowers Core 4:
To retain the flexibility of alternate path builder and provide a choice of doubleing down
Multi selector -
Path of Perfect Balance - Dark. For light monks.
Path of Perfect Balance - Light. For dark monks.
Path of Unbending Coviction: Using any of the feats Stunning Fist, Stunning Blow or Whirlwind Attack causes a burst from your target striking nearby enemies for 1d10 Good/Evil damage per character level. Scales with 200% Melee Power or Ranged Power.
Regardless of your choice you get: +3% Dodge bypass, +10 MMR cap.
The Paths of Perfect Balance options would allow one to choose the other enhancements in the monk trees and provide a third choice for non monk GMoFs, the choices in the heroic enhancements would need to look for the lvl 3 feats or the perfect balance ED enhancement.
Shintao:
Core 2 - Protection from Tainted Creatures
Add an active portion: Nearby allies become immune to daze, stun, and sleep effects for 30 - 60 seconds originating from tainted creatures.
Cooldown 30 - 60 seconds.
Core 3 - Iron Hand
Add an active portion: Nearby allies gain a +2 untyped bonus to attack, saves, and skills for 30 - 60 seconds.
Core 4 - Argent Fist
Add an active portion: Nearby allies gain a +5 bonus to attack and skills for a short time (15 seconds).
As a personal preference thing I would like 1W of the 2W from To Seek Perfection be moved into Argent fist so that the damage increase is a bit more gradual and not so back loaded.
Henshin:
Core 1 - Riddle of Fire
Add an active portion that is at least the fire finisher and have it auto grant ki attacks that apply the slow and to hit debuff from water & air finishers.
or
add those effects into the corresponding elemental word attacks. For the earth one give it +1 crit multi.
Ninja Spy:
Core 2 - Advanced Ninja Training
Multi selector -
Add an active portion: Grants 15 Ki when used. Cooldown: 15 seconds. To help out shuri monks while the +2 ki on hit gets fixed.
And/Or
Replicate the Shadowstrike (AoE Ranged Attack): Fire a single shot, hitting every enemy in an area around where the shot hits. On hit, opponent must make a Fortitude save or be shaken, like the Fists of Darkness but a ranged AoE and just deals +20% damage.
Touch of Death (Tier5)
Touch of Death should kill living targets on a failed save, on a succesful save it prompts another save for its normal effect, like how phantasmal killer promst 2 consecutive saves.
Shadow Double (Tier5)
Add Tempest's Dance of Death 100% strikethrough instead of 200% and +100% doubleshot. Make it grant a ranged version if the tech nedds it so.